Another outstanding Computer Game Development showcase!
The quarter has finally ended, and with that comes this year’s Computer Game Development (CS 113 / INF 125) showcase, open to everyone – all faculty, staff, students, and others interested in game development. As always, the titles on display were, overall, of very high quality. Some were absolutely incredible, and I’ll highlight one of them at the end of this post, but I am always incredibly impressed with the range of concepts, ideas, and designs students come up with. From a potato trying to escape a kitchen, to an engineer who can hop back and forth between our world and the spirit world, to a game where you play as one of several geometric shapes each with their own ability, to a VR game – our first ever – to teach people musical intervals, all the games on display were incredibly unique. Along with having our first VR project, this was also the first time ever that anyone in the class used the Unreal Engine; I’ve been trying to get that to happen for years, and this quarter two groups, including the VR group, used it!
The standard is still Unity, of course, which is perfectly fine. Hey, if there was no Unity, there’d be no Rocket League, and we can’t have that.
Even more than the games that are incredibly polished and advanced, I come away most impressed with the groups who began the quarter with no knowledge whatsoever of game design or the tools to create something interactive and playable, and in a mere ten weeks created a game that could be played and that was even enjoyable is the most rewarding part of the class. They are the most proud of what they accomplished, and deservedly so.
There is always a game that stands out among the rest, and this time was no exception. Before I mention them, however, I need to say this is no way a denigration of the other projects. Everyone did a great job, presented creative ideas, put in a lot of effort, scrambled to learn new technologies, and they all deserve praise and credit. That being said, there is always one project that is all but ready for public release, and this quarter’s winner in that category is a visual and storytelling triumph, The Taking of the SS Amusement. Did I mention I suggested that name in a nod to The Taking of Pelham One Two Three?
The team named themselves CrayonFire games. The story behind that is a perfect example of the way all names should be decided; in a completely accidental and organic manner. During a Slack chat, someone mentioned a canyon fire that was happening here in SoCal, and another group member misread ‘canyon fire’ as ‘crayon fire’ and became understandable confused. And that, my friend, is how great company (and band) names are born.
The group was also lucky in that everyone involved was a gamer, and passionately so, and double lucky in that one of their group members had extensive Unity experience and coded games as a hobby, and triply lucky in that his roommate was an art major who agreed to the pixel art for them and created multiple masterpieces, as least as far as pixel art goes. The animations and behaviors of each enemy, which are robot chefs and stewards, by the way, is absolutely perfect, with my favorite being the food cart-pushing robots who charge the player then stop to wipe their brow even though they’re robots, and the final boss who presses the appropriate colored button to launch an attach which drains a battery meter. There are also parallax stars visible through windows, and a subtle before and after in the title screen. The game is challenging, expertly designed, and beautiful. Again, this is not to take away from other projects, I was happy with them all. But this game is special.
Their website is crayonfiregames.wordpress.com (they had to create a website as part of the course requirements), and I have embedded their promotional video below. I’ll see if I can make the game available for download – it’s definitely worth a play.
But again, congratulations to everyone in the class, there was so much good stuff on display it took longer than the two-hour showcase to go around and evaluate them all. I look forward to it every year, and for all the hard work the students have put in over the course of the quarter I know they really appreciate the opportunity to show off their achievements and accomplishments to everyone, and the feedback, both internal and external, was very positive all around.
On a relevant side note: I am trying to set up a repository of all the games that groups created for the class, however that is still in planning stages so it’s just a sidenote for now, however I have high hopes we can use it as a central hub to highlight all the games created in this class over all quarters. If it happens, there will definitely be an announcement made here.